Hm, interesting, although it would be fairer to make the key experience satisfying, I’m not sure how to do this in such a short game (in a real game, it gets boring very quick when you cheat so it would be easy to demonstrate).
I thought the third ending would be to get both the key and the crowbar for some very funny outcome, but not quite…
The 2 main endings make sense and resonate with actual life choices. Also dev choices ;)
The 2 main endings are about 2 strong life choices and last one not really, and in general you end up finding the 3rd ending last, so you leave with a less arousing feeling… but it’s fine! It matches the movement of the player character, and it made me smile as I thought “alright, that’s a way to avoid the normal ending indeed…”.
In other stories (e.g. Hunter x Hunter), you’d have two choices following the rules and the 3rd one would be to break the wall!
Ooh I enjoyed that. It felt quite 'neat', at the same time as having that bitsy-surreal feel, and even though there wasn't particularly a 'reason' or way of predicting what tiles did what on what screen without trial and error (I don't think?). Not sure I'm explaining that well, but it meant it felt interesting/puzzling/rewarding without being really frustrating. I think because of the neatness of the design, text & concept. I wonder if this would be possible in a longer more complex game or not?
(Also I got the 'normal key ending' last and now wondering what that says about me! Probably actually just that I don't like leaving a screen with anything unexplored, heh.)
Wow! That’s cool! I am happy you like it! :)
And you are the second one who told me something similar about the endings’ founding!
To be honest, I did not suppose that player behavior, but it is very cool, and I very happy that you enjoyed it anyway! I think this game is made for a player like you, who searches for everything and likes to explore different endings and not obvious ways, so it is significant for me that you like it anyway! :D
For the game, I think that the point is making the player learn some behavior and then change what you thought to him! I don’t know if the same “surreal” atmosphere could work in a long game, but the basic idea behind the design, probably yes.
If the game is bigger, the game needs to twist the basic core loop in more different ways, or the game should teach more different mechanics so it can twist more material and play around with the player more.
On the other hand, more different finales will definitively work in a more structured game, and I am actually making one for the goblin jam! I hope to finish it by the deadline!
Well, that was an... interesting experience! Finding the third ending was actually a little tricky for me. Not that I didn't end up finding it in the end regardless.
Yeah, I made some endings not very intuitive; I’m going to update some visual elements soon to make. Hopefully, the endings will be less cryptic and more choice-driven. :)
Thank you for playing and leaving a comment, and if you have some suggestions, they are welcome! :)
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Hm, interesting, although it would be fairer to make the key experience satisfying, I’m not sure how to do this in such a short game (in a real game, it gets boring very quick when you cheat so it would be easy to demonstrate).
I thought the third ending would be to get both the key and the crowbar for some very funny outcome, but not quite…
The 2 main endings make sense and resonate with actual life choices. Also dev choices ;)
Hey, thank you for playing and for the insight!
Yeah, the idea about the crowbar and the key together is pretty cool. I didn’t think about it!
I agree with you. The key part in a real game needs to be improved gameplay-wise!
Did you find the third ending?
Yes, I found it afterward, although I’d say it’s a bit anticlimactic!
oh, really? Why do you think it was anticlimatic?
The 2 main endings are about 2 strong life choices and last one not really, and in general you end up finding the 3rd ending last, so you leave with a less arousing feeling… but it’s fine! It matches the movement of the player character, and it made me smile as I thought “alright, that’s a way to avoid the normal ending indeed…”.
In other stories (e.g. Hunter x Hunter), you’d have two choices following the rules and the 3rd one would be to break the wall!
Oh! Thank you for sharing your opinions! They were handy! :)
I didn't find the third ending but enjoyed the two i did find and the differences between them
Thank you very much!
If you want to check the third one, reach me in private, and I’ll give a tip! :)
Ooh I enjoyed that. It felt quite 'neat', at the same time as having that bitsy-surreal feel, and even though there wasn't particularly a 'reason' or way of predicting what tiles did what on what screen without trial and error (I don't think?). Not sure I'm explaining that well, but it meant it felt interesting/puzzling/rewarding without being really frustrating. I think because of the neatness of the design, text & concept. I wonder if this would be possible in a longer more complex game or not?
(Also I got the 'normal key ending' last and now wondering what that says about me! Probably actually just that I don't like leaving a screen with anything unexplored, heh.)
Wow! That’s cool! I am happy you like it! :) And you are the second one who told me something similar about the endings’ founding! To be honest, I did not suppose that player behavior, but it is very cool, and I very happy that you enjoyed it anyway! I think this game is made for a player like you, who searches for everything and likes to explore different endings and not obvious ways, so it is significant for me that you like it anyway! :D
For the game, I think that the point is making the player learn some behavior and then change what you thought to him! I don’t know if the same “surreal” atmosphere could work in a long game, but the basic idea behind the design, probably yes. If the game is bigger, the game needs to twist the basic core loop in more different ways, or the game should teach more different mechanics so it can twist more material and play around with the player more. On the other hand, more different finales will definitively work in a more structured game, and I am actually making one for the goblin jam! I hope to finish it by the deadline!
Well, that was an... interesting experience! Finding the third ending was actually a little tricky for me. Not that I didn't end up finding it in the end regardless.
Yeah, I made some endings not very intuitive; I’m going to update some visual elements soon to make. Hopefully, the endings will be less cryptic and more choice-driven. :)
Thank you for playing and leaving a comment, and if you have some suggestions, they are welcome! :)
Admittedly, I don't have any suggestions immediately, but given time, I might? Who knows!
Clever and enjoyable. Nice work.
Thank you! <3
Fun! good job
Thank you very much! I’m glad you enjoyed it! :)